I cant get light to work with emission on render
Unlike Cycles, which uses path traced light-bounces to calculate lighting for a scene, EEVEE uses fast approximations, which often need a bit of assistance to look close to their Cycles counterparts.
For emissions to work &quot;properly&quot; in EEVEE, at least 2 main things are necessary: Bloom, and baked lighting via an Irradiance Volume.
First, make sure Bloom is enabled:

Then, add an Irradiance Volume (under Light Probe in add menu). Scale it to the shape and size of where you think the &quot;glow&quot; should be cast. Don't make it too big, because if there are areas unaffected by the bloom, then you're just wasting performance unnecessarily. You can up the number of resolution subdivisions (default is 4) for the probe under the Object Data Properties tab if you want better quality.
After this, you will need to go to the Render Properties tab and select &quot;Bake Indirect Lighting&quot;. Hit the bake button and allow it to calculate the indirect influence.

The final result looks something like this. If the look seems too low quality, you can adjust the bake settings and bake again as necessary. Just remember that this is a balance of quality and performance as is the case with many things.